Beginner Spells (T0)
Water magic is freeform at T0. This means you can do anything similar to the spells listed below, passively.
Condense - Equivalent to a water balloon, the caster draws a small amount of water from the air to condense into a ball of water, shooting it at a nearby opponent. They can also use it for passive usages, such as drinking or refilling. However, this has its limits, only allowing for the caster to pull enough water for the day for themselves and three others.
Cloud - Often used to cool down an ally within the range of 2 ft or themselves, the caster creates a small cloud of rain around the top of their head. With extra exertion, they can make this snow instead. Some water spellcasters have been known to utilise this spell as a means of expressing themselves or pranking.
Surf - The caster can easily glide over surfaces by producing a miniature wave, or otherwise easily glide through bodies of water without the use of a boat or board. They cannot bring anyone/anything with them without sinking themselves, however.
Expel - When around certain plants, the user can draw out water for drinking purposes–but must be aware of potential dangers, such as poison.
Watery Expression - A passive spell, where the caster manipulates a small portion of water for expression or artistry (10x10). For example, they can create swirls in the water to look like a face with miniature, harmless whirlpools–or even attempt to write something by slightly lifting the water.
Novice Spells (T1)
Waterjet - Pulling from their water nearby or conjuring it, the caster shoots out a pressurised jet of water that blasts in a continuous line for 2 turns. The water cuts skin and topples the target, with a distance of 30 feet.
Cyclone - The Caster theatrically twists on their feet, dragging their arm sideways to spin a stream of water around them. Although often utilised for aesthetic purposes, it is most commonly utilised in combative circumstances by pressurising the stream. The caster can use this stream as a barrier around themselves, or even create it around a comrade/foe within a range of 5 ft of them.
Those who run into this pressurised barrier will bruise open flesh and be toppled backwards.
Binding Ice - The caster swings their hand or catalyst across in front of them. A ray of ice is shot at their opponent’s legs, on impact freezing them in the spot, immobilising them for 2 turns unless assisted to be freed.
Frozen Hook - Frozen ringlets are created and sharpened to represent hooks. These can be utilised to climb or even attack during dangerous scenarios. One must be aware of warm temperatures to avoid falling, especially when scaling a mountain.
Pressured Rings - Two rotating spheres of water, pressurised and shot outward at opponents. After making contact, they will burst open and slice open flesh.
Intermediate Spells (T2)
Slip and Slide - The caster can strategically create an array of water around them to block opponents, but they must be aware of what terrain they are on. On earth terrain, for example, the caster can seep water into the dirt and form mud in a 5x5 feet area, making anyone but the caster slip and fall if they try running and charging.
Water Burst - The caster shoots a short, pressurized burst of water that will expand upon hitting their target. At its maximum, it can scrape exposed skin and topple an opponent. Its range is 20 feet.
Arcane Gills - By forming a bubble around themselves before entering a body of water, the caster can breathe underwater. They can also create a bubble around one another, but must ensure their focus.
Icicle - The caster launches a sharp icicle towards their opponent, capable of piercing the skin like a thrown dagger.
Split - The caster creates a pillar of pressurized water, bending it downwards to “split” open hard surfaces, such as wood or concrete (10x10).
Expert Spells (T3)
Rain - Shooting a small beam into the sky, clouds quickly form over the target area, causing rain to fall on the designated area (50x50 ft). This can happen indoors, but to a lesser effect. (10x10 ft)
Whirlpool - This spell is commonly utilised in a naval circumstance. The Spellcaster begins to pressurise a body of water, creating a 20x20 ft whirlpool. Those caught within it will rapidly start swirling around at 30 mph. Opponents can rip themselves out with enough force, but should be careful not to begin sinking.
Blizzard - Abiding by all the rules of ice magic, the spellcaster takes two turns to cast a chaotic snowstorm, lasting for up to five turns over a 50x50 ft range. This blizzard will create low visibility and heavy winds, creating cold hazards for those trapped within it. Those without proper protection will suffer from second-degree frostbite.
Freeze - The caster can encase, or freeze an area or object, going to 50x50 ft (maximum). Whether this is utilised to turn an area into an ice rink or even freeze a portion of a small building, it must be done in the correct weather circumstances.
Mist - The spellcaster creates a blue mist across the battlefield, only manipulatable by other expert water spellcasters. This fog will last up to five (5) turns, and those stuck within it will only be able to see up to 3 ft in front of themselves. The mist is cold to the touch, and those who touch it with their bare skin will feel a sharp, cold sensation. Fire Spellcasters can counter this if they are at the same or higher level.
Master Spells (T4)
Discs - The caster creates several circular sections of ice toward their opponents. These discs are hard enough to topple an opponent upon impact, and can develop wounds if sharpened at the edges. The caster can create 10 at max.
Tidal Wave - The caster can utilise rain or another body of water to begin shaping a tidal wave to hit several foes at once. This wave can stretch up to 20x20 ft and proves to be an overwhelming force when used strategically.
Hydrobomb - The caster creates a beachball-sized orb of water in their palms, drawn from any source able to form it, and proceeds to lob it out up to 25 feet in any direction. On contact with a person or surface, the orb erupts outwards in a 10x10 foot area with concussive force.
Flood - This spell is utilised chiefly indoors, but can be strategically utilised outdoors. In some such cases, it has been used to ruin festivities and create sludge on the terrain. As the spell implies, the caster can begin to flood a room (30x30 ft maximum), causing water to reach waist level for the average, 6-foot individual. The water will reach this point after one(1) turn.
If this spell is used outdoors as opposed to indoors, the range will shift to 50x50 ft.
Unruly Voyage - A whirlpool/tornado of water forms underneath the spellcaster, they are lifted 5 feet into the air, and can use said tornado to travel around at the speed of a horse. The caster can sweep someone up in it. They can roll to get someone inside the tornado, and if they win, they will be stuck inside the tornado for 2 turns, but will not be completely stunned/unable to move around within it. They cannot attack the caster with melee weapons while inside the vortex (5x8 ft).
Archon Spells (T5)
Tsunami - The caster can utilise a large body of water beside them to create a devastating natural disaster. They can control the individual wave amid this rapid event. They will not move 70 feet past the source of water, but will nonetheless attempt to destroy everything in their path, stretching to about 50 feet in height.